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// Copyright 2022 The Dawn Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "dawn/native/ApplyClearColorValueWithDrawHelper.h"
#include <limits>
#include <string>
#include <utility>
#include <vector>
#include "dawn/native/BindGroup.h"
#include "dawn/native/BindGroupLayout.h"
#include "dawn/native/Device.h"
#include "dawn/native/InternalPipelineStore.h"
#include "dawn/native/ObjectContentHasher.h"
#include "dawn/native/RenderPassEncoder.h"
#include "dawn/native/RenderPipeline.h"
#include "dawn/native/utils/WGPUHelpers.h"
namespace dawn::native {
namespace {
// General helper functions and data structures for applying clear values with draw
static const char kVSSource[] = R"(
@vertex
fn main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4f {
var pos = array(
vec2f( 0.0, -1.0),
vec2f( 1.0, -1.0),
vec2f( 0.0, 1.0),
vec2f( 0.0, 1.0),
vec2f( 1.0, -1.0),
vec2f( 1.0, 1.0));
return vec4f(pos[VertexIndex], 0.0, 1.0);
})";
const char* GetTextureComponentTypeString(DeviceBase* device, wgpu::TextureFormat format) {
ASSERT(format != wgpu::TextureFormat::Undefined);
const Format& formatInfo = device->GetValidInternalFormat(format);
switch (formatInfo.GetAspectInfo(Aspect::Color).baseType) {
case TextureComponentType::Sint:
return "i32";
case TextureComponentType::Uint:
return "u32";
case TextureComponentType::Float:
break;
}
DAWN_UNREACHABLE();
}
// Construct the fragment shader to apply the input color values to the corresponding color
// attachments of KeyOfApplyClearColorValueWithDrawPipelines.
std::string ConstructFragmentShader(DeviceBase* device,
const KeyOfApplyClearColorValueWithDrawPipelines& key) {
std::ostringstream outputColorDeclarationStream;
std::ostringstream clearValueUniformBufferDeclarationStream;
std::ostringstream assignOutputColorStream;
outputColorDeclarationStream << "struct OutputColor {" << std::endl;
clearValueUniformBufferDeclarationStream << "struct ClearColors {" << std::endl;
// Only generate the assignments we need.
for (uint32_t i : IterateBitSet(key.colorTargetsToApplyClearColorValue)) {
wgpu::TextureFormat currentFormat = key.colorTargetFormats[i];
ASSERT(currentFormat != wgpu::TextureFormat::Undefined);
const char* type = GetTextureComponentTypeString(device, currentFormat);
outputColorDeclarationStream << "@location(" << i << ") output" << i << " : vec4<" << type
<< ">," << std::endl;
clearValueUniformBufferDeclarationStream << "color" << i << " : vec4<" << type << ">,"
<< std::endl;
assignOutputColorStream << "outputColor.output" << i << " = clearColors.color" << i << ";"
<< std::endl;
}
outputColorDeclarationStream << "}" << std::endl;
clearValueUniformBufferDeclarationStream << "}" << std::endl;
std::ostringstream fragmentShaderStream;
fragmentShaderStream << outputColorDeclarationStream.str()
<< clearValueUniformBufferDeclarationStream.str() << R"(
@group(0) @binding(0) var<uniform> clearColors : ClearColors;
@fragment
fn main() -> OutputColor {
var outputColor : OutputColor;
)" << assignOutputColorStream.str()
<< R"(
return outputColor;
})";
return fragmentShaderStream.str();
}
RenderPipelineBase* GetCachedPipeline(InternalPipelineStore* store,
const KeyOfApplyClearColorValueWithDrawPipelines& key) {
auto iter = store->applyClearColorValueWithDrawPipelines.find(key);
if (iter != store->applyClearColorValueWithDrawPipelines.end()) {
return iter->second.Get();
}
return nullptr;
}
ResultOrError<RenderPipelineBase*> GetOrCreateApplyClearValueWithDrawPipeline(
DeviceBase* device,
const KeyOfApplyClearColorValueWithDrawPipelines& key) {
InternalPipelineStore* store = device->GetInternalPipelineStore();
RenderPipelineBase* cachedPipeline = GetCachedPipeline(store, key);
if (cachedPipeline != nullptr) {
return cachedPipeline;
}
// Prepare the vertex stage
Ref<ShaderModuleBase> vertexModule;
DAWN_TRY_ASSIGN(vertexModule, utils::CreateShaderModule(device, kVSSource));
VertexState vertex = {};
vertex.module = vertexModule.Get();
vertex.entryPoint = "main";
// Prepare the fragment stage
std::string fragmentShader = ConstructFragmentShader(device, key);
Ref<ShaderModuleBase> fragmentModule;
DAWN_TRY_ASSIGN(fragmentModule, utils::CreateShaderModule(device, fragmentShader.c_str()));
FragmentState fragment = {};
fragment.module = fragmentModule.Get();
fragment.entryPoint = "main";
// Prepare the color states
std::array<ColorTargetState, kMaxColorAttachments> colorTargets = {};
for (uint32_t i = 0; i < kMaxColorAttachments; ++i) {
colorTargets[i].format = key.colorTargetFormats[i];
// We shouldn't change the color targets that are not involved in.
if (!key.colorTargetsToApplyClearColorValue[i]) {
colorTargets[i].writeMask = wgpu::ColorWriteMask::None;
}
}
// Create RenderPipeline
RenderPipelineDescriptor renderPipelineDesc = {};
renderPipelineDesc.vertex = vertex;
renderPipelineDesc.fragment = &fragment;
renderPipelineDesc.primitive.topology = wgpu::PrimitiveTopology::TriangleList;
fragment.targetCount = key.colorAttachmentCount;
fragment.targets = colorTargets.data();
Ref<RenderPipelineBase> pipeline;
DAWN_TRY_ASSIGN(pipeline, device->CreateRenderPipeline(&renderPipelineDesc));
store->applyClearColorValueWithDrawPipelines.insert({key, std::move(pipeline)});
return GetCachedPipeline(store, key);
}
Color GetClearColorValue(const RenderPassColorAttachment& attachment) {
return attachment.clearValue;
}
ResultOrError<Ref<BufferBase>> CreateUniformBufferWithClearValues(
DeviceBase* device,
const RenderPassDescriptor* renderPassDescriptor,
const KeyOfApplyClearColorValueWithDrawPipelines& key) {
std::array<uint8_t, sizeof(uint32_t)* 4 * kMaxColorAttachments> clearValues = {};
uint32_t offset = 0;
for (uint32_t i : IterateBitSet(key.colorTargetsToApplyClearColorValue)) {
const Format& format = renderPassDescriptor->colorAttachments[i].view->GetFormat();
TextureComponentType baseType = format.GetAspectInfo(Aspect::Color).baseType;
Color initialClearValue = GetClearColorValue(renderPassDescriptor->colorAttachments[i]);
Color clearValue = ClampClearColorValueToLegalRange(initialClearValue, format);
switch (baseType) {
case TextureComponentType::Uint: {
uint32_t* clearValuePtr = reinterpret_cast<uint32_t*>(clearValues.data() + offset);
clearValuePtr[0] = static_cast<uint32_t>(clearValue.r);
clearValuePtr[1] = static_cast<uint32_t>(clearValue.g);
clearValuePtr[2] = static_cast<uint32_t>(clearValue.b);
clearValuePtr[3] = static_cast<uint32_t>(clearValue.a);
break;
}
case TextureComponentType::Sint: {
int32_t* clearValuePtr = reinterpret_cast<int32_t*>(clearValues.data() + offset);
clearValuePtr[0] = static_cast<int32_t>(clearValue.r);
clearValuePtr[1] = static_cast<int32_t>(clearValue.g);
clearValuePtr[2] = static_cast<int32_t>(clearValue.b);
clearValuePtr[3] = static_cast<int32_t>(clearValue.a);
break;
}
case TextureComponentType::Float: {
float* clearValuePtr = reinterpret_cast<float*>(clearValues.data() + offset);
clearValuePtr[0] = static_cast<float>(clearValue.r);
clearValuePtr[1] = static_cast<float>(clearValue.g);
clearValuePtr[2] = static_cast<float>(clearValue.b);
clearValuePtr[3] = static_cast<float>(clearValue.a);
break;
}
}
offset += sizeof(uint32_t) * 4;
}
ASSERT(offset > 0);
Ref<BufferBase> outputBuffer;
DAWN_TRY_ASSIGN(
outputBuffer,
utils::CreateBufferFromData(device, wgpu::BufferUsage::CopyDst | wgpu::BufferUsage::Uniform,
clearValues.data(), offset));
return std::move(outputBuffer);
}
// Helper functions for applying big integer clear values with draw
bool ShouldApplyClearBigIntegerColorValueWithDraw(
const RenderPassColorAttachment& colorAttachmentInfo) {
if (colorAttachmentInfo.view == nullptr) {
return false;
}
if (colorAttachmentInfo.loadOp != wgpu::LoadOp::Clear) {
return false;
}
// We should only apply this workaround on 32-bit signed and unsigned integer formats.
const Format& format = colorAttachmentInfo.view->GetFormat();
switch (format.format) {
case wgpu::TextureFormat::R32Sint:
case wgpu::TextureFormat::RG32Sint:
case wgpu::TextureFormat::RGBA32Sint:
case wgpu::TextureFormat::R32Uint:
case wgpu::TextureFormat::RG32Uint:
case wgpu::TextureFormat::RGBA32Uint:
break;
default:
return false;
}
// TODO(dawn:537): only check the color channels that are available in the current color format.
Color clearValue = GetClearColorValue(colorAttachmentInfo);
switch (format.GetAspectInfo(Aspect::Color).baseType) {
case TextureComponentType::Uint: {
constexpr double kMaxUintRepresentableInFloat = 1 << std::numeric_limits<float>::digits;
if (clearValue.r <= kMaxUintRepresentableInFloat &&
clearValue.g <= kMaxUintRepresentableInFloat &&
clearValue.b <= kMaxUintRepresentableInFloat &&
clearValue.a <= kMaxUintRepresentableInFloat) {
return false;
}
break;
}
case TextureComponentType::Sint: {
constexpr double kMaxSintRepresentableInFloat = 1 << std::numeric_limits<float>::digits;
constexpr double kMinSintRepresentableInFloat = -kMaxSintRepresentableInFloat;
if (clearValue.r <= kMaxSintRepresentableInFloat &&
clearValue.r >= kMinSintRepresentableInFloat &&
clearValue.g <= kMaxSintRepresentableInFloat &&
clearValue.g >= kMinSintRepresentableInFloat &&
clearValue.b <= kMaxSintRepresentableInFloat &&
clearValue.b >= kMinSintRepresentableInFloat &&
clearValue.a <= kMaxSintRepresentableInFloat &&
clearValue.a >= kMinSintRepresentableInFloat) {
return false;
}
break;
}
case TextureComponentType::Float:
UNREACHABLE();
return false;
}
return true;
}
KeyOfApplyClearColorValueWithDrawPipelines GetKeyOfApplyClearColorValueWithDrawPipelines(
const RenderPassDescriptor* renderPassDescriptor) {
KeyOfApplyClearColorValueWithDrawPipelines key;
key.colorAttachmentCount = renderPassDescriptor->colorAttachmentCount;
key.colorTargetFormats.fill(wgpu::TextureFormat::Undefined);
for (uint32_t i = 0; i < renderPassDescriptor->colorAttachmentCount; ++i) {
if (renderPassDescriptor->colorAttachments[i].view != nullptr) {
key.colorTargetFormats[i] =
renderPassDescriptor->colorAttachments[i].view->GetFormat().format;
}
if (ShouldApplyClearBigIntegerColorValueWithDraw(
renderPassDescriptor->colorAttachments[i])) {
key.colorTargetsToApplyClearColorValue.set(i);
}
}
return key;
}
} // namespace
size_t KeyOfApplyClearColorValueWithDrawPipelinesHashFunc::operator()(
KeyOfApplyClearColorValueWithDrawPipelines key) const {
size_t hash = 0;
HashCombine(&hash, key.colorAttachmentCount);
HashCombine(&hash, key.colorTargetsToApplyClearColorValue);
for (wgpu::TextureFormat format : key.colorTargetFormats) {
HashCombine(&hash, format);
}
return hash;
}
bool KeyOfApplyClearColorValueWithDrawPipelinesEqualityFunc::operator()(
KeyOfApplyClearColorValueWithDrawPipelines key1,
KeyOfApplyClearColorValueWithDrawPipelines key2) const {
if (key1.colorAttachmentCount != key2.colorAttachmentCount) {
return false;
}
if (key1.colorTargetsToApplyClearColorValue != key2.colorTargetsToApplyClearColorValue) {
return false;
}
for (uint32_t i = 0; i < kMaxColorAttachments; ++i) {
if (key1.colorTargetFormats[i] != key2.colorTargetFormats[i]) {
return false;
}
}
return true;
}
bool ShouldApplyClearBigIntegerColorValueWithDraw(
const DeviceBase* device,
const RenderPassDescriptor* renderPassDescriptor) {
if (!device->IsToggleEnabled(Toggle::ApplyClearBigIntegerColorValueWithDraw)) {
return false;
}
for (uint32_t i = 0; i < renderPassDescriptor->colorAttachmentCount; ++i) {
if (ShouldApplyClearBigIntegerColorValueWithDraw(
renderPassDescriptor->colorAttachments[i])) {
return true;
}
}
return false;
}
MaybeError ApplyClearBigIntegerColorValueWithDraw(
RenderPassEncoder* renderPassEncoder,
const RenderPassDescriptor* renderPassDescriptor) {
DeviceBase* device = renderPassEncoder->GetDevice();
KeyOfApplyClearColorValueWithDrawPipelines key =
GetKeyOfApplyClearColorValueWithDrawPipelines(renderPassDescriptor);
RenderPipelineBase* pipeline = nullptr;
DAWN_TRY_ASSIGN(pipeline, GetOrCreateApplyClearValueWithDrawPipeline(device, key));
Ref<BindGroupLayoutBase> layout;
DAWN_TRY_ASSIGN(layout, pipeline->GetBindGroupLayout(0));
Ref<BufferBase> uniformBufferWithClearColorValues;
DAWN_TRY_ASSIGN(uniformBufferWithClearColorValues,
CreateUniformBufferWithClearValues(device, renderPassDescriptor, key));
Ref<BindGroupBase> bindGroup;
DAWN_TRY_ASSIGN(bindGroup,
utils::MakeBindGroup(device, layout, {{0, uniformBufferWithClearColorValues}},
UsageValidationMode::Internal));
renderPassEncoder->APISetBindGroup(0, bindGroup.Get());
renderPassEncoder->APISetPipeline(pipeline);
renderPassEncoder->APIDraw(6);
return {};
}
} // namespace dawn::native